Open
Description
Given the following FrayRootState
:
var standing_state = FrayRootState.builder()\
.transition_sequence("idle", "punch", {sequence="punch"})\
.transition_sequence("idle", "kick", {sequence="kick"})\
.start_at("idle")\
#idle is returned to via a goto_start_state() call within AnimationPlayer animations
.build()
combat_state_machine.add_situation("standing_state", standing_state)
and the following print out of events:
Buffered punch into state_machine
Transitioned from idle to punch
Buffered kick into state_machine
Transitioned from punch to idle
Intended behavior would be for a transition from idle to kick to occur thereafter, correct?
Metadata
Metadata
Assignees
Labels
No labels